Item Positioning

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herald83
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Joined: Wed Sep 19, 2012 12:26 am

Item Positioning

Post by herald83 »

How might one more finely specify the positioning of items on the floor/altars/alcoves? Say, for example, I wanted to hide a key under a tattered cloak, and put them both off to the right side of an alcove, while placing a knife to the left side so it is clearly visible. I thought this might be possible via scripting, but the editor certainly doesn't allow for such placement.
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Komag
Posts: 3658
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Location: Boston, USA

Re: Item Positioning

Post by Komag »

not sure about alcoves, but on the ground it's:
itemid:setSubtileOffset(x, y)
see this thread:
viewtopic.php?f=14&t=3099&start=20
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antti
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Re: Item Positioning

Post by antti »

I'm afraid there's no such feature in alcoves/altars and I can't think of a way to circumvent the limitation right off the top of my head either. :(
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Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: Item Positioning

Post by Lmaoboat »

Try these:

Code: Select all

cloneObject{
name = "dungeon_alcove_left",
baseObject = "dungeon_alcove",
anchorPos = vec(-0.4,0.85,0.2),
targetPos = vec(-0.5,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}

cloneObject{
name = "dungeon_alcove_right",
baseObject = "dungeon_alcove",
anchorPos = vec(0.4,0.85,0.2),
targetPos = vec(0.5,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}

cloneObject{
name = "dungeon_alcove_center",
baseObject = "dungeon_alcove",
targetPos = vec(0,0.85,0.2),
targetSize = vec(0.25,1,0.25)
}
Paste them into the objects.lua file. You can stack them on top of each other without worrying about z-fighting.
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Komag
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Location: Boston, USA

Re: Item Positioning

Post by Komag »

tricksy! I like it! :D
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Lmaoboat
Posts: 359
Joined: Wed Apr 11, 2012 8:55 pm

Re: Item Positioning

Post by Lmaoboat »

Komag wrote:tricksy! I like it! :D
Good thing for the new map reload button, took a lot of tries to get the click box right.
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